Monthly Archives: May 2014

If you regularly follow my blog you will have noticed that I’ve been pretty much absent from the internet for the last 6 weeks or so. I’m very sorry about this, I’m sure you want to know what’s going on with Arena Tactics and the silence on the matter has been disheartening.

This was all caused by my internet connection becoming almost completely unusable during this time. REIN (Repetitive Electrical Impulse Noise) in my local area was causing my broadband signal to cut out sometimes a hundred times a day, this meant that the local exchange ended up throttling me down to early 1990’s speeds with massive packet loss as well as the disconnections. BT have been trying to find the source of the noise (I live in the town centre so it could have been any of a large number of shops, businesses or homes causing it) and say that they’ve resolved the issue. Here’s hoping it stays resolved so I can get back to important things like streaming development, uploading videos and generally keeping you all up to date.

New Low Price

After the previous Week long sale I secretly dropped the price of Waves from $10 to $5. I did this secretly because I wanted to see what effect a change in price would have without any of the effects of coverage that might result. Well after 2 months the game has been pulling in over 3 times as many sales at the lower price than it was managing before thus proving something.

In practice this means that Waves is now pulling in enough money each month to support my (tiny) salary where before it was a constant cycle of building up reserves from big sales only to slowly deplete them over 6 months. Hopefully this should let me get ahead of the game and free up some money to pay contractors for Arena Tactics.

Arena Tactics Progress

Waves: Arena Tactics is coming along nicely. I’m working on a vertical slice demo to coincide with the relaunch of the Kickstarter campaign later this year so you can all have a play and see what you’re funding.

The demo will give you the ability to attack a corporate server in Dive mode up to 3 levels deep. There will be boss fights, loot, a new inventory system, local co-op for up to 3 players (since online multiplayer would require Steam) and hopefully some new art work and music. I’m currently at the stage of tuning and balancing the demo (the internet being down gave me a lot of time to get programming done so the demo is pretty much feature complete) to ensure that it’s as fun as possible.

Keep your eyes fixed on Twitter and the Facebook page for any announcements of upcoming live streams as the demo gets closer to completion.